Fallout 4 overhaul of raiders. Minutemen: Trouble with Raiders


January 26, 2016 17:34

Who issues: Preston Garvey

Tasks:

  • Talk to the villagers
  • Kill the raiders in the specified location
  • Notify residents of success
  • Talk to Preston Garvey

Get to the settlement where Preston Garvey sends you as a representative of the Minutemen, and talk to one of the local residents. From the conversation you learn that they are having problems with raiders who are forcing them to pay and taking their food and supplies. Agree to help them.

Clear the specified location from raiders and (optionally) from other enemies. And then return to the settlement and tell them the good news. As a reward you will receive caps, and the inhabitants of the settlement are now ready to join the Minutemen. After everything, report this to Preston Garvey.

Reward: about 100 caps

List of locations to which you can be sent to clear raiders (the list will be updated with new locations):

Corvega car assembly workshop

The Corvega car assembly shop is located in Lexington, which you most likely should have already visited. As always, when approaching the place, enemies and a turret will already be waiting for you near the main entrance. You can deal with them right away or leave them for later and run inside the building.

Going inside, we find ourselves in the workshop reception area. Go forward through the blue door, and take the only possible path through the first floor to the stairs. Go down it. You won't find anything interesting on the ground floor.

Going down the stairs, you will find yourself in a kind of corridor, from which three stairs lead, both down and up. If you want to quickly complete the quest, then take the elevator or the stairs nearby to the top, and if not, then use the other stairs first. You can either go down or go up the second staircase, there is absolutely no difference, since one staircase at the entrance will lead to another staircase at the exit. Let's go down.

Going downstairs, you will find yourself in one of the technical rooms of the workshop. Beware of the turret and raiders, of course. Go through the passage on the left. The first corridor of this wing leads you to a corridor with three staircases, and the second corridor will lead you to the secret exit-entrance of the Corvega car assembly shop. Watch out for the ghouls and turret there. We are not going to leave yet, so we go along the first corridor. After going through it you will find mainly medicines located in drawers and coolers, some of them will have to be broken into (the lock level is easy). Go deeper through the rooms until you reach the stairs leading upstairs. Climb it and go all the way to the stairs leading down. Now you find yourself again in a corridor with a fork. But before you go out, look into the corner room, from where a turret is firing at you. There you will find a warehouse with ammunition and weapons (the castle level is very difficult). If your character has a low hacking level, you can skip this room. Now let's go to complete the task.

Take the stairs located near the elevator or take the elevator to the top level of the building. You will find yourself in one of the workshops where they used to assemble cars or make parts for them. Opposite the entrance, on a pillar, you will find a terminal (level - easy), with which you can activate the Protectron to help you. And beware of the turret mounted on the ceiling of the workshop.

If your goal is simply to complete the task, then you just need to kill the leader of a gang of raiders named Jared, who is located in a small room in the far left corner of the workshop. After killing him, the clearing mission will be considered completed, even if not all the raiders are killed. However, if your goal is not only the task, but also exploration of the location, then the task will be a little more difficult, but the trophies will not disappoint you.

So, go to this observation room, which probably used to be the shop manager's office. Go up the stairs. When you find yourself in front of the gap in the bridge, click on the button on the right to extend it.

Take a good look around these offices. Here you will find a first aid kit with medicine, a chest with ammunition, weapons and armor, and after searching Jared, you will find the key to the Corvega safe, which is located down under the stairs, behind the “Keep out” sign. The safe can be easily broken into (the lock level is medium).

Clue

On one of the desks, next to the working terminal, interesting reading awaits you - magazine "Grognak the Barbarian" issue 3, which will activate a magazine perk or enhance an existing one. With it, critical hits with unarmed or melee weapons deal 5% more damage. Full list magazines and magazine perks can be viewed.

Using Jared's terminal, near which there is a magazine, you can turn off the spotlights and deactivate the turret.

From here you can finish your inspection of the building and exit through the door marked "EXIT". But don’t think that it’s over, another battle with the raiders awaits you outside. And I strongly recommend that you take a walk along the stairs and staircases built on the external facade of the building, you will not regret it.

After going around them and looking around carefully, you will find several more rooms where there is something to profit from.

Clue

The most important trophy awaits you at the top - bobblehead "Repair", with which nuclear blocks for power armor will work 10% longer. To find it, you need to go up to the ball with the huge inscription “CORVEGA” - the central structure of the Corvega workshop building. At the end of the bridge that goes around this ball you will find a baby doll.

Regional office BKOANTOLO

BCOANTOLO's regional office is located in the Charlestown area on the Cambridge border. Raiders are already waiting for you at the entrance to the building. Once inside, go right through the large double door. In the corner next to the Protectron Policeman there is a terminal (level - difficult) with which you can activate it. He will help in the fight against raiders.

There is a gap on the opposite wall, after passing through which you will find yourself in a chamber block. Deal with the leader of the raiders, Sparta, and the task will be considered completed, even if you did not kill the rest of the raiders. If desired, explore the location to the end and you can return to the settlers to make them happy.

The terminal in the cell block is useless, you don't have to hack it, if only for experience. The locked chamber is opened by breaking the lock (level - easy), inside in the corner you will find ammunition and medicine. On one of the file cabinets next to the desk you will find Eddie Winter's Holotape 00, and next to it is a cache of lids. This holotape is part of the side quest from Nick Valentine, "It's About Time".

Climb the stairs away from the cameras and go forward into the room where the cops used to work at their desks. Along the way, you can hack the blue door to the toilet (the lock level is easy), there is a first aid kit inside. In the locked office (lock level - easy) near the stairs you will find a terminal (level - easy) that disables the turrets and deactivates the lock on the wall safe near the table (see screenshot below), which contains ammunition and weapons, as well as the locker key with evidence. The safe can be easily hacked (the lock level is difficult).

Clue

On the table next to the terminal lies magazine "Pistols and Bullets" issue 9. It will open the next magazine perk or, if this is not the first issue of this magazine, will increase the effect of an existing one. Namely, now firearms will deal 5% more critical damage. A complete list of magazine perks can be found in a separate article.

Climb the stairs and exit the office into the so-called corridor, illuminated by a spotlight. Beware of the turret if you haven't disabled it previously. You can break into the door to the storage room (lock level - easy), where you will find a safe (lock level - medium) with ammunition, weapons, and medicines.

The article is under development. Stay tuned.

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It didn’t bother you that all the raiders in the Commonwealth were dressed somehow monotonously. But these are some of the most frostbitten residents of Boston, with a huge bunch of radcockroaches in their heads. At the same time, the variety of tattoos on them is impressive, which cannot be said about the clothes... This mod is designed to correct this omission and add variety and trash to the dull raider reality. Do you think it is impossible to make all the raiders of the Commonwealth (Forged, Rusty, Psychos and other knocked out) even more frostbitten? Well, install the mod and see for yourself...

Description:
This mod aims to add more style and variety to the Commonwealth Raiders. This mod adds various headdresses and armor to Fallout 4 that will look wilder, more "raider". The mod also adds consumables designed to reflect the savagery and carelessness of the raiding faction. This mod requires AWCKR and almost everything is compatible with the CBBE body. Each item in the armor sets (except for the raider armor retexture mods) are 100% standalone and non-game textures will not be replaced in any way. Raiders and their dogs in the game will randomly have one of the mask and armor options from the mod.

Update 12.5 Beta:
Beta file adding additional NPCs as Legendaries. Early tests are promising.
The author also created a merged plugin (built into version 12.5Beta) for better compatibility of some weapons from mods with the Raider Overhaul WIP mod. Below is a list of .esp files included in this plugin:
*RaiderOverhaul.esp
*Raider Overhaul - AE Removed-Restored Content-VIS.esp
*CrudeBlowback.esp
*HandmadeRevolver.esp
*ConcreteSledgehammer.esp
*Chainsaw.esp
*Buzz_Axe.esp
*pipeshotty.esp

Translation edits from GarIK-IIV are included in this update.

Update 12.4 (translation patch from GarIK-IIV):
The mod version has not changed, a link to the revised translation made by .
Comment from the author of the translation (WASABI):
The updated translation looks more logical, at least I like Igor’s approach to understanding the translation, for which I am grateful to him! Thank you!!!

Update: 12.4 (patch for VIS)
- A patch for the VIS mod has been added via the additional link. Thank you !

Update 12.4:
- A ton of changes, just a lot!
- Updated patch for Armorsmith Extended
- When updating the mod, delete all files from previous versions Read below to find out what to delete.

Features of the mod:
1. I liked that the author did not just replace all the clothes of all the raiders, but added new ones, leaving the default clothes for even more variety. So old clothes are also present, albeit in small quantities.
2. All armor and clothing can be crafted at the Armor Workbench (AWKCR mod required)

What the mod adds:

Masks
Gas mask "Bullets and Bones"
Gas mask "Veselukha"
Clown gas mask
Gas mask "Pig snout"
Kabuki mask
Union Jack mask (British flag)
Death Mask
Mask "Death's Head"
Face scarf
Mask "Smiley"

Helmets
Army Dog Fighter Helmet
Tank helmet
Flight helmet
Helmet "Undaunted"
Silly helmet

Equipment
Tanker Outfit
Prison Robe
Skeleton Costume
Chemical Protection Suit
Scavenger Harness
Smolokur's equipment

Drugs
Chewing gum "Forsazh"
Baked beetle in its own juice
Expired painkillers
Sealed painkillers
Strange meat
Strange stew
Jet crap
Shine

Requirements:
Fallout 4

(preferably, but works with other body replacers from mods)

When upgrading to 12.4
- Completely delete the RaiderOverhaulMaterials and Yog folders along the paths Data/Materials/Meshes/textures
- Install new version 12.4

Installation:(manually or via NMM manager)
1. Download the archive, copy the BA2 archives and the RaiderOverhaul.esp file to the Data folder in the game, activate.
2. If you use a mod, then download the patch from the additional link and install it in the game
3. If you use a mod, then download the patch from the additional link and install it in the game
4. If you use a mod, then download the patch from the additional link and install it in the game

Major overhaul of Raiders

"This mod aims to add more style and variety to the Commonwealth Raiders. This mod adds a variety of headgear and armor to Fallout 4 that will look wilder, more "raider-like". The mod also adds consumables designed to reflect the wildness and negligence of the raider faction. The mod requires the presence of AWCKR, almost everything is compatible with the CBBE body. Each item in the armor sets (except for the raider armor retextures) is 100% autonomous and does not replace anything in any way. Raiders and their dogs in the game will be dressed randomly in one of the options for masks and clothes from fashion."

ATTENTION:
This mod makes raiders tougher (yeah)

​What the mod adds:

(Masks)

Bullets and Bones Gas Mask
Laughing Gas Mask
Bozo Gas Mask
Piggsy Gas Mask
Kabuki Mask (Samurai Mask)
Union Jack Mask
Death's Head Mask
Face Wrap (Scarf)
Smiley Mask
Angry Black Mask
Angry Red Mask

(Helmets)

SlaughterDog Army Helmet
Aviator Helmet (Flight Helmet)
Dreadnaught Helmet
Anti-C Helmet (Anti-pollution helmet)
Leather Helmet
Outfits (Armor and clothing)
Skeleton Costume
S.C.R.A.M. Suit (S.C.R.A.M. Protective Kit)
Scavenger Harness
Tar Walker Outfit
Tribal Jumpsuit

(Medicines and food)

Afterburner Gum
Bug-on-the-Shell (Crunchy Bug)
Expired Pain Killers
Sealed Pain Killers
Shine (moonshine)
Rotten Tatos (rotten Toshka)
Fiend Stew
Irradiated Beer
Irradiated Water

(Weapon)

(Improvements)

Junkyard Dog Armor (3 options: heavy, medium, light) (Junkyard Dog Armor)
Detritus Raider Power Armor Upgrade (Junk raider SB)
Dreadnaught Raider Mod Armor Upgrade (Dreadnaught Armor)


(Armor "Undaunted")

Quite a major update to raider armor.
In terms of performance, this armor is approximately on par with heavy combat armor.
Start saving up blue dye as you will need it for each upgrade of this armor.
The armor is fully compatible with all upgrades and is fully integrated into the game.


(Forged Armor)

Warforged now look completely different.
The author has added new armor for warforged, which can only be seen on them.

There are 5 options:

  • Forged Armor "Subordinate"
  • Forged armor "Assistant"
  • Forged armor "Instigator"
  • Forged Armor "Despot"
  • Forged armor "Tycoon"
Each option has greater protection and fire resistance than the previous one. Three types can be made on the AWKCR workbench, however the remaining 2 options can only be removed from Forged.
Additionally, Warforged will now spawn with crowbars and shish kebabs in addition to their flamethrowers.

IMPORTANT: This update does not change their health in any way, but it does make them tougher.
The author strongly recommends providing weapons to the settlers in Potogonka, otherwise they may die in an unequal battle against the updated Forged.

(Junk Raider Power Armor)

With this mod, Raider Power Armor received a complete update, including all strengths, armor mods, including jetpacks, 8 new colors, each with its own advantages, full integration into level lists, so it can be found in all corners of the Commonwealth.
She still has less defense than other SB variants, but she has a lot of health and can be repaired with a little steel and duct tape.



(Dog Armor from Junkyard)

Light, medium and heavy armor options for dogs.
The armor is much heavier than vanilla, but its level of protection is much higher.
The armor will NOT make Dogmeat invincible, but it will make him more resistant to damage.
The armor also has slight resistance to energy damage.

IMPORTANT: This update may make Raider Dogs' defenses quite strong, but they will not spawn in this armor on low levels. Just be prepared to put in a little effort to win when you see a Raider Mongrel wearing this armor.

Heavy dog ​​armor from the Junkyard

  • -15 Weight Units
  • -60 Damage Resistance
  • -30 Energy Damage Resistance

Average armor of a dog from the Junkyard

  • -10 Weight Units
  • -40 Damage Resistance
  • -20 Energy Damage Resistance

Light dog armor from the Junkyard

  • -5 Weight Units
  • -20 Damage Resistance
  • -10 Energy Damage Resistance


WHAT'S NEW

The mod includes weapons from the following mods:
(pictures are clickable and lead to the nexus)

Also, new personalized mini-bosses have been added to the expanses of the Commonwealth:
These are opponents with legendary status, with improved equipment and loot.

Plus just a huge number of fixes and reworks

FROM THE TRANSLATOR

Weapons from the mod Crude Blowback by asXas translated as "Retaliation".

1) Yes, I know that this mod is circulating on the Internet under the name “Bastard” submachine gun. I don’t agree with this “translation”, because... in my opinion, the Metro series of games has nothing to do with the Fallout universe, and the weapons are not similar.

2) Yes, I know that Crude Blowback can literally be translated as “Raw/rough impact”. But the meaning of this phrase is also used as a synonym for “response”, “response”, including as “Retaliation”.

example:"Iran has been threatening blowback against the United States if anyone attacked its nuclear sites."

If you think it needs to be translated differently, do the following:

- take your hands out of your pockets
- head from a warm, dry place (or any other place where you are used to storing it)
- open the ESP mod in the translator
- apply the tabs to the keyboard
- translate as your heart desires

I apologize to everyone for the delay in translation.
Now I don’t have a lot of time, and there’s a lot of jargon and “author’s style” in fashion, so it takes a lot of time. In addition, I have the English version of the game and mods, so I translate them exclusively for you. Please don't hurt me and thank you all for your patience.


Copy the files from the archive to the Fallout 4\Data\ folder,
connect the plugin/plugins in the launcher

Install optional patches if desired

Raider Overhaul - AE patch v12.x
patch for Armorsmith Extended. Works with all versions starting from 12

Russian ESP version 12.4
ONLY translated esp mod, for those who do not need the entire archive via the main link.
Use if you have version 12.3 or English version 12.4 installed

Delete all mod files from the Fallout 4\Data\ folder
Disable the plugin(s) in the launcher

GRATITUDE
Original's Mod Page

One of the most unexpected features of the Nuka World DLC in Fallout 4, which the developers provided to players, is the ability to transfer settlements to raiders, driving away peaceful settlers or other invaders (ghouls, Children of the Atom, raiders and mutants). However, most often players go to Yader-Mir after they have completed several Minutemen quests and built settlements for civilians.

Therefore, during the Nuka World story quest “Home Sweet Home” you will have to capture settlements from yourself (unless, of course, you decide to choose the merchant ending, which involves the complete destruction of all raiders), and this can lead to some surprises for the player and temporary complication of the game due to lost resources for construction.

Let's take a closer look at the features of Nuka World settlements.

The add-on has two options for interacting with settlements: building outposts - habitats for raiders and capturing “vassals” - settlements that will grow food for them. As one of the main characters of Nuka World, Shank, explains, people become raiders in order to be able to avoid poking around in the ground, so by forcing the bandits to poke around in the ground, you will noticeably reduce their level of happiness. So, the creation of vassal settlements with farmers who will work for the bandits is strictly necessary. Although, if there is an acute shortage of food, food can simply be thrown into the workshop.

Nuka World Settlements: Fallout 4 Raider Outposts

Outposts and vassals differ from each other not only in purpose, but also in capabilities. An outpost is no different from ordinary settlements: you can also build there, install turrets for protection and water purification plants. After creating three outposts, it will be possible to open raider shops in them.

All loot stored in the workshop before the settlement was transferred to the raiders will remain available, but supply lines with other locations will disappear. Therefore, when building your first outpost, be prepared for the fact that you will have to accumulate all the trash again. After you build several outposts, the loot stored in them will be shared. Raider settlements do not require the creation of supply lines.
The number of raiders at an outpost does not depend on the player’s charisma, and sometimes crowds of 30-40 people will gather there.

Commonwealth Capture: Vassal Settlements

But vassal settlements have a rather significant drawback: after accepting the quest to “vassalize” them, that is, transferring them to the power of the raiders, access to their workshop is lost along with the loot and caps stored there. It will also be impossible to build in these locations.

It makes sense to go around all the settlements before “sacrificing” and pick up all the stored loot from there. In addition, in order to get as much use out of it as possible, you need to plant as many vegetables and fruits there as possible so that there is something to feed the raiders, and also send as many people and robots there as possible to work on the farm. By the way, robots are more profitable, since they do not require food and beds.

It is also worth building a bed, an anti-radiation frame and a sink with drinking water in the settlement (furniture -> miscellaneous). In this case, even if you cannot build there, you will always have the opportunity to clear yourself of radiation, sleep, drink water and fill your bottles with it.

The Voltek settler control terminal (food -> miscellaneous -> white cabinet with a monitor) will work in the settlement even after it becomes a vassal, but its capabilities will be noticeably limited.

By the way, vassal settlements transfer tribute to all outposts at once, and not just to the one to which they were assigned. However, you can make a settlement a vassal only in the area covered by outposts, so you need to place raider settlements so that you can cover the entire map.

Some locations cannot be transferred to raiders or made vassals. These are the Alliance, the Castle (apparently the Minutemen are categorically against it), the 88th refuge, Bunker Hill, Zimonja Outpost and settlements from the Far Harbor add-on.

If you find an error, please select a piece of text and press Ctrl+Enter.